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[PR] Increase chances for clone defects & add new defects
#22
I do like the idea of the barber always being there like it used to be.
Seriously though.. if you can easily fix these cloning defects with medicine and a barber. There is nothing wrong with minor defects being there at the 1st and 2nd cloning.

But as someone who thinks cloning is fine and we had a while when defects were on and well.. it made everyone miserable.
"I got killed by an antagonist easily" - gets cloned - "I am now permanently damaged" On classic it's the norm..

But on roleplay.... this will result in everyone not wanting to be killed to not kill their roleplay since "Cloning defect just ruined it"
Let's say you had an epic roleplay with the antagonist and they kill you, it's funny and your corpse gets dragged off.. you are reaady for me.. but then.. OOPS you got leg arms.. now you gotta spend 3 more mins in medbay or longer to get arms. But the antagonist has escalated to rampage.. doctors are swamped.
Now roleplay and interaction is still "DEAD" for you. You can talk and roleplay to other patients in the line... but these are brief.

The problem lays in the fact a lot of massive defects back in those days just "ended your roleplay for a long while" Atleast when you are dead you can watch the chaos unfold, but a heavy cloning defect that gets fixed later? Now you are just watching Medbay...

We suggested a lot of ways to make cloning more interactable, more doctoring, less of a "fix everything" and more a "You had no other alternatives"
So if we bring back the defects. Make sure every minor defect requires minimal doctoring... no stuff like "legs for arms" or "You lose all your mutations including the race one you started with." ... Baldness isn't too bad since you can get it fixed at the barber or some hairgrownium.
But I do say... don't have the minor defects take too long...
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RE: [PR] Increase chances for clone defects & add new defects - by Kotlol - 08-16-2024, 02:17 AM

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